Multiuser electronic platform-screen, in particular for games, and method for controlling clerance for executing programmes such as games

ABSTRACT

The invention concerns an electronic platform-screen comprising (a) a globally flat case ( 200 ); electronic processing, storage and interface means housed in the case; (c) a flat screen display ( 110 ) arranged at an upper surface ( 202 ) of the case; and (d) a plurality of user-interface elements ( 300 ) for several users, distributed around the display screen and connected to the interface means housed in the case. The invention also concerns a method for controlling clearance for executing downloaded programmes such as games. The invention is applicable in particular to electronic games involving several players.

[0001] The present invention relates in general to electronic gameapparatuses.

[0002] At present, two major categories of hardware for electronic gamesare known.

[0003] The first is formed by the dedicated “game consoles”, comprisinga central processing unit, to the input of which are connected one ormore game “joysticks”, and to the output of which is connected acathode-ray tube television set.

[0004] The second comprises conventional computer systems, for exampleof the personal computer type, which execute specific game programs. Inthis case, the display is produced by the monitor belonging to thecomputer.

[0005] In both cases, one or more input interfaces, of the buttonjoystick, mouse, joystick, etc. type, can be connected to the apparatus,depending on the game played.

[0006] However, these two major families of apparatuses have severaldrawbacks. Firstly, in order to play a game with several people, eachperson has to sit in front of the monitor, either with his own joystick,or sharing a single input interface such as a mouse, all the playersfacing the screen at some distance therefrom in order to enjoyappropriate visual comfort. It will be understood that this is notuser-friendly.

[0007] Furthermore, the existing apparatuses require a display screen oflarge height and weight and a suitable support (table, desk, etc.)therefor, and it is not always easy to bring several players together infront of the same screen.

[0008] Consequently, it is observed that board games, especially becauseof the presence of a game board on which several players can carry outvarious types of action, have not yet been able to benefit from the newtechnologies, and at present still remain completely “physical”, asopposed to “electronic”. A consequence of this is that the users have toacquire and deploy a new physical game environment each time they desireto play a new game.

[0009] The present invention aims to mitigate these limitations in theprior art and to propose a novel electronic screen platform, especiallyfor collective games such as board games or others, the input and outputinterfaces of which can be clearly allocated to the various players, andwhich has a user-friendliness which is far better than that of existingelectronic game apparatuses.

[0010] More generally, an object of the present invention is thereforeto offer a novel way of developing board games by enabling them tobenefit from the new technologies.

[0011] Thus the present invention proposes an electronic multiuserscreen platform, especially for electronic games, characterized in thatit comprises:

[0012] a generally flat casing,

[0013] electronic processing, storage and interface means housed in thecasing,

[0014] a flat display screen provided on an upper surface of the casing,and

[0015] a plurality of user interface elements for several users,distributed around the display screen and connected to the electronicinterface means housed in the casing.

[0016] Some preferred, but nonlimiting aspects of the screen platformaccording to the invention are as follows:

[0017] The casing has a generally rectangular shape, with user interfaceelements on its four sides.

[0018] One or two sets of user interface elements for one or two users,respectively, are provided on each side.

[0019] The sets of user interface elements comprise joysticks which areseparate from the casing.

[0020] The joysticks are connected to the electronic interface means viacables and separable connectors on each side of the casing.

[0021] The joysticks are connected to the electronic interface means viaa wireless link such as an infrared link.

[0022] A plurality of housings for the joysticks are provided at theperiphery of the casing.

[0023] Each joystick can be used just as well in its housing as outsidethereof.

[0024] The sets of user interface elements are integrated into thecasing, in a peripheral region thereof.

[0025] Each set of user interface elements comprises a miniature displayscreen and a set of control buttons.

[0026] Each set of user interface elements further comprises a memberfor moving a cursor on the miniature display screen.

[0027] The screen platform further comprises at least one loudspeakerfor sound reproduction.

[0028] Each set of user interface elements comprises movement meansacting on at least one display element displayed by the display screen,while the way in which said movement means act depends on the side ofthe casing from which the set of user interface elements can be used.

[0029] A code is provided for each joystick according to which side ofthe casing said joystick can be used and/or the position of saidjoystick.

[0030] The screen platform has a connector for downloading gamesprograms.

[0031] The casing has layouts for maintaining a vertical position.

[0032] The screen platform further comprises a touch-sensitive detectiondevice superimposed on the screen.

[0033] The screen platform further comprises a rechargeable battery asits electrical power supply.

[0034] The screen platform comprises display control means capable ofaltering the orientation of the display on the flat screen, especiallyso as to adapt said orientation to a particular player.

[0035] According to another aspect, the present invention proposes amethod of checking the authorization of a user to execute a program on acomputer system, and especially a game on a computer game platformcomprising a device for reading portable storage objects, characterizedin that it comprises the following steps:

[0036] providing the user with a portable object capable of containingan unmodifiable program identifier in a first memory zone,

[0037] establishing a connection with a server via a computer network,

[0038] verifying the presence of a program identifier in the memory ofthe portable object using the read device,

[0039] transmitting the identifier to the server, and

[0040] downloading the program corresponding to said identifier from theserver to the computer system.

[0041] Preferred, but nonlimiting aspects of this method are as follows:

[0042] the computer system comprises an unmodifiable memory zonecontaining a unique identifier for said system, and in that the portableobject also comprises a second unmodifiable memory zone capable ofcontaining a computer system identifier.

[0043] The method also comprises the steps consisting in:

[0044] comparing the system identifier stored in the system with thesystem identifier stored in the portable object, and when thesecorrespond, authorizing the execution of the program.

[0045] The method also comprises the following steps:

[0046] on each interaction between a portable object and the readdevice, determining whether the second memory zone of said portableobject contains a system identifier, and

[0047] when this is not the case, writing into said second memory regionthe identifier of the system to which the read device belongs.

[0048] The method further comprises the step consisting, at serverlevel, in recording said system identifier in a database.

[0049] The method also comprises the following steps:

[0050] during each transaction between the computer system and theserver, determining whether the second memory zone of a portable objectinteracting with the read device of said system contains a systemidentifier corresponding to an identifier recorded in the database ofthe server, and

[0051] when this is not the case, abandoning the transaction.

[0052] The method further comprises the following steps:

[0053] attaching a number combining a system identifier and a programidentifier to a program to be downloaded,

[0054] in the system receiving the program, calculating a numbercombining, in the same way, the identifier of the system in question andthe program identifier stored in the portable object, and

[0055] comparing the number attached to the downloaded program with thenumber calculated in the system.

[0056] Other aspects aims and advantages of the present invention willbecome more clearly apparent on reading the following detaileddescription of preferred embodiments thereof, given by way ofnonlimiting example and made with reference to the appended drawings, inwhich:

[0057]FIG. 1 illustrates schematically the electronic architecture of ascreen platform according to the invention,

[0058]FIG. 2 illustrates, in top view, the casing of the screen platformand its various user interfaces (input and output),

[0059]FIGS. 3 and 4 are two side views of the casing of

[0060]FIG. 2,

[0061]FIGS. 5 and 6 are detailed top and side views, respectively, of auser interface,

[0062]FIG. 7 is a top view of the casing of another embodiment of ascreen platform according to the invention,

[0063]FIG. 8 is a side view of the casing of FIG. 7, and

[0064]FIG. 9 is a partial perspective view of a particular layout of thecasing of a screen platform according to the invention.

[0065]FIG. 10 is a logic diagram of an authentication procedure whichcan be used in the screen platform of the preceding figures,

[0066]FIG. 11 is a logic diagram of a procedure for connecting to aserver from which games which can be executed on the screen platform ofthe preceding figures can be downloaded,

[0067]FIG. 12 is a logic diagram of a procedure for launching a gamedownloaded using the preceding procedure.

[0068] With reference first of all to FIG. 1, an electronic screenplatform according to the invention preferably comprises a standardelectronic card 10 housing a microprocessor 100, random access andread-only memories 102 and 104, sound processing circuits 106(specialized chip) reproducing sounds over loudspeakers 120 or othertransducers described further on, a video circuit 108 for driving a flatdisplay screen 110, and a modem 112 and a network interface (Ethernet oranother) 113 connected via input/output circuits 114.

[0069] The flat screen 110 can be made using the conventionaltechnologies (active-matrix liquid crystals, luminescent polymers ororganic materials, etc.).

[0070] Advantageously, the read-only memory 104 is in the form of one ormore interchangeable casings, so as to allow certain software components(BIOS, etc.) resident in the screen platform to be updated.

[0071] Furthermore, a mass storage unit 116, such as a hard disk, aflash memory, etc. is provided for storing applications and associatedfiles (especially saved files for parameters, etc. in the case ofgames).

[0072] The input/output circuits 114 comprise a set of input/outputcontrollers defining a number of preferably standardized connectionports Pn, (universal serial bus USB ports, infrared ports, etc.).

[0073] Joysticks are intended to be connected to these ports as will bedescribed in detail below.

[0074] Other peripheral equipment, such as a CD-ROM or digital versatiledisk (DVD) reader, a chip card reader (memory, microprocessor, etc.)denoted by the reference 115 (the chip card itself being denoted by thereference 118), microphone socket, headphones socket, etc may also beassociated with, or if necessary integrated in, this central processingunit in a manner known per se.

[0075] A number of functionalities which can be implemented when theplatform comprises a chip card reader will be detailed below.

[0076] Furthermore, it is advantageous for the flat screen to integratea touch-sensitive detection system 111 superimposed onto the screen 110,using a suitable interface (not shown), for entering commands by hand,in a manner known per se.

[0077] The electrical power supply for the assembly is provided eitherby an integrated supply unit, or by an external supply unit, in whichcase the screen platform may have a rechargeable battery enabling it tobe used without connecting it to the mains.

[0078] Thus, unlike the conventional game systems (desk computer ordedicated console), an independent multiuser game screen platform isobtained, which makes it possible to play in the train, in the car,outdoors, etc.

[0079] With reference now to FIGS. 2 to 4, the screen platform comprisesa generally rectangular flat casing 200, with a thickness typically of afew centimeters and a length and a width of a few tens of centimeters.

[0080] The majority of the upper surface of the casing 202 is occupiedby an opening 202 a receiving the display screen 110, covered asnecessary with its touch-sensitive panel 110 using technologies knownper se.

[0081] Four miniature loudspeakers 120 are provided at the four cornersof the upper surface 202, on the periphery of the screen 110.

[0082] The four sides 204 a, 204 d of the casing 200 each have twoconnectors, respectively 206 a-208 a to 206 d-208 d connected to theaforementioned input/output controllers 114 and intended to receivecomplementary connectors 302 provided on leads 304 each belonging to ajoystick 300.

[0083] With reference most particularly to FIGS. 5 and 6, each joystickcomprises an assembly of thumbwheel buttons and/or control levers (inthis case six control buttons 310 and one control thumbwheel 312), aliquid-crystal display screen 314 (of alphanumeric type with, forexample, 2 to 4 lines of 80 to 120 characters or graphical), theassembly being connected to an internal integral electronic card (notshown), for example in the form of a suitably programmed standardmicrocontroller, the input/output encoding/decoding circuits and thecircuits communicating with the central processing unit 100, 200 via theconnection 302, 304.

[0084] The six buttons comprise, for example, a validation button and acancel button to the left, and four movement buttons (up, down, left,right) to the right. Furthermore, the thumbwheel 312 is advantageouslyused to move a text cursor over the display 314 so as, for example, tocarry out selections which will be validated for example using thevalidation button.

[0085] Advantageously, the connection between the joysticks and thecentral processing unit is made according to the USB (Universal SerialBus) standard, so as to allow both the “hot plug” connection of anyjoystick, and the self-configuration of the assembly on each connectionand disconnection of a joystick.

[0086] As a variant, it is possible to provide a wireless link,preferably by means of infrared, between each joystick 300 and thecentral processing unit 100, 200.

[0087] Returning to FIGS. 3 and 4, the side 204 c of the casing 200 has,apart from the connectors 206 c, 208 c for joysticks, an orifice 209 forinserting a CD-ROM or DVD or other information medium (memory card,etc.) into the corresponding reader.

[0088] As for the side 204 d of the casing, apart from the connectors206 d, 208 d, it has:

[0089] two USB connectors 210, 212 for other peripherals (printer, massstorage, keyboard, mouse, etc.);

[0090] a telephone line connector 214;

[0091] a network connector 216;

[0092] a connector 218 for an external power supply; and

[0093] a start/stop button 220.

[0094] According to one advantageous feature, the four keys for movingthe joysticks may involve movements which depend on the side of thescreen platform to which the joystick is connected. Thus, for example,the “up” key (triangle whose apex points upward in FIG. 5) will stillenable the user to obtain movement on the screen 110 in the directionaway from the user.

[0095] From the technical standpoint, this can easily be produced bysuitable coding of the joystick sockets depending on which side they arelocated.

[0096]FIGS. 7 and 8 illustrate a first embodiment of the invention,according to which the joysticks 300 are integrated with the centralblock 200. In this case, the external technology for connecting thejoysticks is completely removed, and the screen platform can betransported more easily.

[0097] In the configuration illustrated in FIG. 7, only six joysticksare provided, that is two on each of the long sides and one on each ofthe two small sides, the four loudspeakers 120 being positioned slightlyoffset with respect to the corners of the casing 200.

[0098] Furthermore, in this same embodiment, a single side 204 d of thecasing brings together the additional connection technology describedabove, denoted by the same reference numbers.

[0099] According to another variant, illustrated schematically in FIG.9, the periphery of the casing 200 incorporates, on the periphery of itsupper surface, a plurality of housings 230 intended to removablyaccommodate the joysticks, using a suitable snap-fasten mechanism. Inthe case of joysticks connected by a cable, a placement for the cable isprovided at the bottom of the housings or, as a variant, a windingmechanism.

[0100] In the case of a wireless link, such arrangements areunnecessary.

[0101] Thus the variant of FIG. 9 enables the screen platform to be usedequally in the mode of FIG. 2 or in the mode of FIG. 7, depending on thetastes of the users and/or the type of game.

[0102] According to another aspect, the platform is preferably designedto execute games (or any other applications) which are not loaded from aphysical medium (especially a CD-ROM or cartridge containing a ROMmemory, or else a hard disk), but loaded via a network such as theInternet, with management of access rights determined by a portableobject, in this instant, a chip card 118 or equivalent. Thus in thiscase, the platform is marketed with one or more chip cards determiningas many access rights to execute games.

[0103] In brief, a chip card of the game type supplied with the platformor purchased separately enables the platform to establish a connectionwith a server for the purpose of downloading the corresponding game tothe platform according to a given procedure.

[0104] Still in brief, each platform has an identifier which is specificto it, for example frozen in a ROM memory during the fabricationthereof. Similarly, each chip card has its own identifier, and theserver, before downloading a game to the platform, verifies the platformidentifier and the chip card identifier, the downloading only beingpossible if, in the memory for managing the server, there is a matchbetween the two.

[0105] This functionality makes it possible to download a game as manytimes as desired, but only onto the same platform, so that copying thegame in question to other unauthorized platforms is made impossible.

[0106] Furthermore, it is preferable that execution of a game can onlybe launched by the platform if the chip card for the game in question isactually present in the chip card reader 115 of the platform.

[0107] It is also possible to make a provision for the platform and theserver to allow a game purchase transaction to be carried out, in thiscase, a bank card being inserted into the chip card reader of theplatform and a secure payment transaction being carried out before thegame can be downloaded.

[0108] Furthermore, the platform is advantageously marketed with a chipcard having a configuration containing or able to contain a number ofparameters relating especially to the type of connection (switchedtelephone network, cable, “ADSL” connection, etc.) with the network andthe addresses (RCT, URL or equivalent call numbers) enabling access tothe servers from which the games can be downloaded, or else to a centralserver containing a database of games which can be downloaded.

[0109] The configuration cards will typically be different depending onthe countries in which the platforms are marketed.

[0110] During the first installation of the platform, the configurationcard is inserted into the chip card reader, a first connection is madewith a central games server, and the platform in question is registeredin a “platforms” database of the server, for reasons explained below.

[0111] Next, the procedure 400 for verifying the chip card determiningaccess rights for a given game will be described in more detail and withreference to FIG. 10, a procedure carried out jointly at platform leveland at server level.

[0112] In the present example, the game chip card is of thewrite-once-read-only (ROM) type, which cannot be altered or rewritten.

[0113] A game chip card, whether it is delivered with the platform orelse purchased from a distributor, determines the access rights for agiven game and contains an identifier for the game in question, and amemory zone which is initially empty intended to receive the identifierof the platform on which the game will be executed for the first time.

[0114] For this purpose, in step 401, the card in question is insertedinto the reader 115 of the platform. In step 402, the content of thechip card is read and step 403 determines whether or not a memory zonethereof, intended to contain the platform identifier, is empty.

[0115] When this is the case, the process goes to step 404 where theidentifier of the platform in communication with the server is read intothe memory of said platform, and this identifier is written in thememory zone in question, then it goes to a verification step 405.

[0116] Where this is not the case, the program goes directly to thisverification step 405 where the content of the memory zone of the chipcard intended to contain the platform identifier is read and compared tothe identifier of the platform in which the card has been inserted.Where this does not correspond (which will not be the case if theprocess has gone via step 404—the case of a new chip card), the platformthen engages a procedure with a server in step 406 for the purpose ofdetermining (step 408) whether the platform identifier read from thechip card corresponds properly, in the “platforms” database of theserver, to a duly recorded platform. Where this is not the case, theprocess finishes at step 409 by displaying an error message on theplatform and by shutting down the connection. On the other hand, if theplatform identifier is correctly written, the verification procedurefinishes at step 410, which indicates that the chip card is on loan, andthat the corresponding game can be downloaded and executed, but erasedfrom the memory after the end of execution, as will be seen in detailbelow. Now if step 405 reveals that the identifier of the platformreceiving the card is identical to the platform identifier stored in thecard, the process then finishes at step 407, which indicates that thechip card has been loaded on the platform of its owner.

[0117]FIG. 11 shows the process for connecting to the server via theInternet, denoted overall by 500. In step 501, a request for atransaction with the server is triggered via the user (via a suitablemenu, as will be seen below).

[0118] The connection is established in step 502, during which theplatform identifier is transmitted to the server. In step 503, theserver verifies whether the identifier in question corresponds to aplatform which is referenced in the “platforms” database of the server.Where this is not the case, the platform is considered as invalid, and acorresponding message is displayed by the platform and the connection isshut down, in step 504.

[0119] If the platform is recognized, the following step 505 consists ininterrogating the chip card reader 115 in order to obtain a signalshowing the presence (or absence) of the card. This signal is tested instep 506. If a card is present, the card verification procedure 400, asdescribed with reference to FIG. 10, is executed in step 507. In thecase where this verification is successful, that is to say leads to oneof steps 407 and 410 of FIG. 10, the process tests the type of situation(card on loan or card on a platform of the owner) in step 508. In thefirst case, the procedure for downloading the game in the “loan” versionor mode is executed in step 514 (which will involve erasing the gameafter use), the game being determined by the game identifier stored inthe chip card, then the connection is shut down in step 515. In thesecond case, a procedure for downloading the game in the “owner” versionor mode is launched in step 509, then the connection is shut down instep 513.

[0120] Returning to step 506, if there is no chip card present in thereader 115, then in step 510, the server offers choices to the user viathe platform, in particular the choice of inserting a chip card into thereader 115 (step 511), or of accessing demonstration versions (generallyfree) of games without a chip card (step 512).

[0121] The downloading procedure itself (not illustrated) consists intransferring an executable version of the game, compressed as was seenabove, to the platform.

[0122] Advantageously, in order to prevent the fraudulent transfer ofthe game to another platform, the computer code of the game sentcontains information representative of the platform identifier (and ifnecessary a client number), this information being verified at eachlaunch of the game, and preventing the launch if the platform numbercontained in the code and the identifier of the platform on which it isdesired to execute it do not correspond. The computer code also containsan encoded license number, for reasons explained below.

[0123] The launch procedure (execution) of a game stored in the platformafter downloading is illustrated in FIG. 12 and is denoted overall bythe reference 600.

[0124] It will be stated beforehand that a game downloaded from anauthorized server comprises, within its code, a license number of whichthere are, in the present example, three types:

[0125] “demo” license, corresponding to a demonstration version(generally free) of the game, which can be executed on any platform;

[0126] “proprietary” license, corresponding to a game downloaded onto aplatform where the identifier is the same as the platform identifiercontained in the game chip card (see above);

[0127] “loan” license, corresponding to a game downloaded to a thirdplatform (see above and below).

[0128] This license number is preferably determined by an encodingalgorithm involving the platform identifier and the game identifier, itbeing possible for this algorithm to be reversible or not (in this case,not reversible).

[0129] In step 601, the encoded license number of the game is read, andif it involves a “demo” license, execution of the game in thedemonstration version is launched in step 602.

[0130] Where this is not the case, the platform is aware that isinvolved a “proprietary” license or a “loan” license. In this case, thecentral processing unit of the platform reads the platform identifier inthe memory of the platform, and reads the game identifier in the gamechip card inserted in the platform reader, and recalculates, using theaforementioned encoding algorithm, a license number (all in step 603).In step 604, the license number contained in the downloaded game and thelicense number reconstructed in the platform are compared, and wherethey are the same, the verification procedure finishes at 608 and the“proprietary” game can be executed.

[0131] If the result of step 604 is that the license numbers do notcorrespond, the process goes to step 605 where the platform verifieswhether the license number denotes a license of the “loan” type. Wherethis is the case, the verification procedure finishes at step 607, andthe game of the loan type can be executed (while being erased from theplatform memory at the end of the game, as already indicated).

[0132] If the response to step 605 is negative, then this is because ithas not been possible to identify any valid license number, and an errormessage is displayed on the screen 110, and if necessary, the platformis shut down (step 606).

[0133] As already indicated above, according to another option intendedto provide better flexibility of use, it is possible to make provisionfor using a game chip card, in which the number of a given platform hasbeen written, on a different platform. In this case, by introducing thegame chip card into said different platform, it is possible to downloada normal version, or else a limited version, of the game in question.However, when the player or players decide to stop using this game onsaid different platform, it is then automatically erased from the memoryof the platform, so that no new execution is possible (except in thepresence of the game chip card as described above).

[0134] An example of a user interface which can be used with theplatform of the invention will now be described briefly.

[0135] When switching on the platform, a single “Menu” button appears onthe display screen 110, from which it is possible to access submenussuch as: “Configuration”, “Internet connection”, “Choose” and “Archive”,which in turn enable submenus at even lower levels to be accessed.

[0136] The “Configuration” submenu enables the platform to beconfigured, such a configuration only being possible if theconfiguration chip card has already been inserted into the chip cardreader. This configuration in particular includes the configuration ofthe type Internet access (by modem, network card, etc.), serveraddresses, network parameters, etc.

[0137] The “Internet connection” submenu enables communication to beestablished with a given server, for the purpose of downloading a gamefrom said server. As has been seen, this involves having and insertingthe chip card determining the access rights for the game in questioninto the chip card reader. Advantageously, compression/decompressiontechniques are implemented at server and at platform level in order toaccelerate the transfers, the decompression preferably being carried outautomatically during the first launch of the game.

[0138] The “Choose” submenu makes it possible to choose a game to beexecuted from all the games already loaded in the memory of theplatform.

[0139] Finally, the “Archive” submenu enables the games currently storedin the platform to be compressed, in order to release space in thememory.

[0140] Of course, a person skilled in the art may provide numerousvariants and additions to the invention.

[0141] First of all, as for the general shape of the central processingunit 200, it is possible to give it any shape other than square orrectangular, depending in particular on esthetic or ergonomicconsiderations.

[0142] Moreover, the screen platform according to the invention may beequipped, internally and or externally, with connectors and associatedplacements for extension modules such as:

[0143] interface for a video monitor or television set;

[0144] memory extensions;

[0145] all interfaces with other items of equipment.

[0146] In particular, the casing 200 may comprise, especially in itsback (away from the screen 110), layouts for positioning it in thevertical orientation (frame, etc.) and/or for anchoring it to the wall.

[0147] Furthermore, although the display screen has been described asbeing flat, the latter may adopt a curved shape, for example rounded,especially given the new technologies using organic phosphors.

[0148] It will also be noted that provision can advantageously be madeto connect two screen platforms to each other, for example using theirrespective network interface, their USB connectors, etc., or else awireless link, in particular to increase the possible number of playersor else to play games (of the battleships type) where each player hashis own screen which the other player must not be able to observe. Inthe latter case, provision can also be advantageously made for means totemporarily assemble two screen platforms, back to back, in the verticalposition (or in any other mutually desired position).

[0149] According to another variant, provision may be made for thedisplay on the screen 110 to have an orientation which could be altered,so that a user could observe the game situation naturally, that is tosay with up being upward (relative to the user), down being downward,etc., in the same way as if, during the actual game, the game board wasturned by 90° each time a player took a turn.

[0150] For example, in the case of an electronic game of the “Scrabble”(registered trademark) type, the display on the screen 110 is controlledso that the player whose turn it is sees the virtual game board restoredon the screen 110 “in his direction”, that is to say in the way which ismost visible to him.

[0151] This control of the display is easily carried out withconventional techniques for modifying the reading of the video memory.It could be manual, under the control of a button provided either on thegame board (physical button or virtual button on the screen, incooperation with the touch-sensitive panel function), or on the joystickof the user. It may also be automatic, on the assumption that the logicof a given electronic game is capable of identifying the player whoseturn it is.

[0152] According to yet another variant, the same chip card may containseveral game identifiers, so as to authorize the downloading of severalgames (for example of the same series or with the same theme).

1. An electronic multiuser screen platform, especially for electronicgames, characterized in that it comprises: a generally flat casing(200), electronic (10) processing (100), storage (102, 104, 116) andinterface (114) means housed in the casing, a flat display screen (110)provided on an upper surface (202) of the casing, and a plurality ofuser interface elements (300) for several users, distributed around thedisplay screen and connected to the electronic interface means (114)housed in the casing.
 2. The screen platform as claimed in claim 1,characterized in that the casing (200) has a generally rectangularshape, with user interface elements (300) on its four sides.
 3. Thescreen platform as claimed in claim 2, characterized in that one or twosets of user interface elements (300) for one or two users,respectively, are provided on each side.
 4. The screen platform asclaimed in one of claims 1 to 3, characterized in that the sets of userinterface elements comprise joysticks (300) which are separate from thecasing.
 5. The screen platform as claimed in claim 4, characterized inthat the joysticks (300) are connected to the electronic interface meansvia cables (304) and separable connectors (302) on each side of thecasing.
 6. The screen platform as claimed in claim 4, characterized inthat the joysticks (300) are connected to the electronic interface meansvia a wireless link such as an infrared link.
 7. The screen platform asclaimed in either of claims 5 and 6, characterized in that a pluralityof housings (230) for the joysticks (300) are provided on the peripheryof the casing.
 8. The screen platform as claimed in claim 7,characterized in that each joystick (300) can be used just as well inits housing as outside thereof.
 9. The screen platform as claimed in oneof claims 1 to 3, characterized in that the sets of user interfaceelements (300) are integrated into the casing, in a peripheral regionthereof.
 10. The screen platform as claimed in one of claims 1 to 9,characterized in that each set of user interface elements comprises aminiature display screen (314) and a set of control buttons (310). 11.The screen platform as claimed in claim 10, characterized in that eachset of user interface elements (300) further comprises a member (312)for moving a cursor on the miniature display screen (314).
 12. Thescreen platform as claimed in one of claims 1 to 11, characterized inthat it further comprises at least one loudspeaker (120) for soundreproduction.
 13. The screen platform as claimed in one of claims 1 to12, characterized in that each set of user interface elements (300)comprises movement means (310) acting on at least one display elementdisplayed by the display screen, and in that the way in which saidmovement means act depends on the side of the casing from which the setof user interface elements can be used.
 14. The screen platform asclaimed in claim 13 taken in combination with one of claims 4 to 8,characterized in that a code is provided for each joystick (300)according to which side of the casing said joystick can be used and/orthe position of said joystick.
 15. The screen platform as claimed in oneof claims 1 to 14, characterized in that it has a connector (214, 216)for downloading games programs.
 16. The screen platform as claimed inone of claims 1 to 15, characterized in that the casing (200) haslayouts for maintaining a vertical position.
 17. The screen platform asclaimed in one of claims 1 to 16, characterized in that it furthercomprises a touch-sensitive detection device (111) superimposed on thescreen (110).
 18. The screen platform as claimed in one of claims 1 to17, characterized in that it further comprises a rechargeable battery asits electrical power supply.
 19. The screen platform as claimed in oneof the preceding claims, characterized in that it comprises displaycontrol means capable of altering the orientation of the display on theflat screen (110), especially so as to adapt said orientation to aparticular player.
 20. A method of checking the authorization of a userto execute a program on a computer system, and especially a game on acomputer game platform comprising a device for reading portable storageobjects, characterized in that it comprises the following steps:providing the user with a portable object (118) capable of containing anunmodifiable program identifier in a first memory zone, establishing aconnection with a server via a computer network, verifying (507, 508)the presence of a program identifier in the memory of the portableobject using the read device, transmitting the identifier to the server,and downloading (509) the program corresponding to said identifier fromthe server to the computer system.
 21. The method as claimed in claim20, characterized in that the computer system comprises an unmodifiablememory zone containing a unique identifier for said system, and in thatthe portable object also comprises a second unmodifiable memory zonecapable of containing a computer system identifier.
 22. The method asclaimed in claim 21, characterized in that it also comprises the stepsconsisting in: comparing (405) the system identifier stored in thesystem with the system identifier stored in the portable object, andwhen these correspond, authorizing the execution of the program.
 23. Themethod as claimed in either of claims 21 and 22, characterized in thatit also comprises the following steps: on each interaction between aportable object and the read device, determining (403) whether thesecond memory zone of said portable object contains a system identifier,and when this is not the case, writing (404) into said second memoryregion the identifier of the system to which the read device belongs.24. The method as claimed in claim 23, characterized in that it furthercomprises the step consisting, at server level, in recording said systemidentifier in a database.
 25. The method as claimed in one of claims 21to 24, characterized in that it also comprises the following steps:during each transaction between the computer system and the server,determining (503) whether the second memory zone of a portable objectinteracting with the read device of said system contains a systemidentifier corresponding to an identifier recorded in the database ofthe server, and when this is not the case, abandoning the transaction.26. The method as claimed in one of claims 20 to 25, characterized inthat it further comprises the following steps: attaching a numbercombining a system identifier and a program identifier to a program tobe downloaded, in the system receiving the program, calculating (603) anumber combining, in the same way, the identifier of the system inquestion and the program identifier stored in the portable object, andcomparing (604) the number attached to the downloaded program with thenumber calculated in the system.